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Discussion: Project Reality / PR:BF2 - PR Dev Journal. - Bravo!
  1. #1126


    Crawlingeye's Avatar

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    Re: PR Dev Journal.

    Bravo!
    It matters not how strait the gate,
    How charged with punishments the scroll.
    I am the master of my fate:
    I am the captain of my soul.




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  3. #1127


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    Re: PR Dev Journal.

    Quote Originally Posted by Berlancic View Post
    I hope my comp can support PR 0.85, I think after 0.9 it'll start failing.

    I'm also thinking it might start lagging on the new Fezybad map.
    what video card you got?

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  5. #1128

    ReaperMAC's Avatar

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    Re: PR Dev Journal.

    Quote Originally Posted by Charity Case View Post
    While I appreciate your work as beta testers, please keep the taunting to the realitymod forums.
    Taunting? please Trying to prevent pure bullcrap speculations like the one I commented on.

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  7. #1129

    Craz3y|Assasin's Avatar

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    Re: PR Dev Journal.

    So how does the repairs work with the new system?
    -Craz3y-


    (\__/)
    (O.o ) Disposable: These [Team stacking]threads are like a woman's period: They come (> <)around once a month and during that time no one is happy. Then it goes away, the sun comes out, birds sing, and everything is cool for 3 weeks, then hell returns again.

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  9. #1130

    Sabre_Tooth_Tigger's Avatar

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    Re: PR Dev Journal.

    Probably it'll repair like the co post does, so they'll be a big advantage over driving all the way back to main base on the massive maps especially.

    I noticed having a co unfortunately slows down deploying firebases so a shakeup of the system is going to be good all round I reckon

    Another thing I wish they could change is the scaling issue. I was just setting a firebase and AA on quinling but 200m range is barely a hilltop away on that map though I know on the other maps it could be almost in range of another flag


    Engineer is one of my favourites so Im sad to see a decline in their influence but maybe they'll get more mines or c4 back even


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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  11. #1131


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    Re: PR Dev Journal.

    Wow, is that ever going to change things. Can't wait to see how this all works out... though I have to wonder what the engineer IS going to be useful for now that explosives and repairs are out of their jurisdiction... all they have is a door breaching shotgun and a mine! Only other thing they'll have is the ability to drive logistics trucks...

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  13. #1132


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    Re: PR Dev Journal.

    I'm not sure how I feel about APCs becoming the primary infantry transport. While they're not intended to be used as light tanks, they often are. If we do see more APCs on the maps, you'd have to see a corresponding rise in anti-tank weaponry or the infantryman will just fade by the wayside.

    I'm trying to imagine EJOD with no trucks and more APCs, for instance.

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  15. #1133


    d1sp0sabl3H3r0's Avatar

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    Re: PR Dev Journal.

    These changes will make the commander role essential again, which is a good change. I really like these changes and I think it will improve the PR experience tremendously (at least for those that try to adapt their play style).

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  17. #1134

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    Re: PR Dev Journal.

    PR getting better and better one update at a time. Sweeeeet!

    Keep it up guys, pretty damn good job!!!!
    |TG-69th|Kevlar



    "Oh I know I don't think I see what I see what I'm thinking."

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  19. #1135

    Serjikal's Avatar

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    Re: PR Dev Journal.

    this is just going to require more teamwork from players (gasp who would have thought)

    I'm interested to see how this will work. Its nice seeing a a greater emphasis put on APC's since i think some people did not understand the difference between IFV and APC. I remember the TG Internal Scrim on Fools Road, i was with WaterisPoison, and we worked with Ollie's squad a lot supporting/moving them as needed. Doesnt seem like TG will have a problem with this update.


    These Things We Do... That Other's May Live

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  21. #1136

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    Re: PR Dev Journal.

    I took some issue with the recently proposed Logistics changes for PR 0.85. Here is a copy of my original post and a link to it as well.

    Quote Originally Posted by DiscoJedi
    I have a few issues with these new Logistics changes that I hope can be addressed. For the most part I think they are innovative and interesting, and even those I have problems with will, I'm sure, be accepted and integrated over time.

    My main issue lies with the Repair Drop. As some other people have pointed out, this new ability for the logistic truck seems somewhat counter-intuitive. Aside from effectively removing the Engineer from the game (We really can't call him an engineer any more considering he no longer does anything resembling that trade), the drop is also a back step for a mod which is concerned with realism. While I can understand that it is not a common occurrence for a Mechanic to perform emergency repairs on a Vehicle in the midst of combat, surely this is more plausible than returning to a repair field generated by a Repair Crate. In addition, that the crate is capable of being redeployed at will is, as has been previously mentioned, likely to decrease its effectiveness on the field. I think the DEV's need to offer a little more explanation behind their design for the Repair drop; where did the inspiration for this mechanic come from? And why do they feel it will be a more effective tool than the Engineer Wrench?

    My second issue is with the new Supply Crate system. While I can understand why a Vehicle Re-Supply Station would not re-arm an enemy vehicle, I do not understand why the decision was made to make all crates faction specific in regards to ammo. I imagine that the rationale behind this was that a US ammo crate would only carry ammo for US soldiers. While this logic seems solid, there are a few glaring holes in my opinion. First and foremost, if a US soldier captures and enemy kit, will it re-arm off a US crate? If it does than how is this possible? If it does not then it should re-arm off an enemy crate, and if it does not do that then why? Additionally, while PR's many factions and weapons employ various different types of ammunition, it is also true that many of these calibers are in use in both factions of certain maps: i.e. 9mm pistol rounds, smoke grenades, bandages, and so on. While I do not dispute that other types of ammunition like M203 rounds, AT rounds and so fourth would be unlikely to be found on enemy supply caches, I think that the system is just as hypocritical in its newer format and should therefore remain universal.

    Last but not least, I am curious about the new kit request system. If crates still contain finite amounts of ammunition, and we have not be told otherwise yet, then this would imply that Kits will indeed be harder to come by, as crates will themselves frequently disintegrate simply by virtue of having been used up of ammo. This still leaves APC's for acquiring Kits, but I am uncertain as to why Kits were removed from FOB's which now seem to exist for only two purposes: 1. To act as a group spawn, 2. To enable the deployment of static defenses. In 0.8 these uses were compounded by the deployed vehicles and selected Kits i.e. Heavy AT, Sniper, and Spec Ops. A Bunker or FOB is, by definition, a place from where troops would be expected to enter the battlefield, and does it not seem more realistic to expect that a soldier would enter the field equipped for the mission he will complete rather than enter the field, cross 10, 100, or 1000m of terrain and then pickup his mission specific equipment from a crate. In short, while I understand and accept the removal of rally points as a kit request location, I do not think that crates should be added in their stead. Let kits instead be limited to FOBs and APC's.


    Thanks,


    DJ

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  23. #1137

    jOHNNYdOUBE's Avatar

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    Re: PR Dev Journal.

    This is nice. . . . . . . .P.C. down now, be gaming soon, with a 4870 X2 to replace my beat twin 3870's getting RMA'd right now. SEE you all soon.

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  25. #1138

    Serjikal's Avatar

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    Re: PR Dev Journal.

    disco, i talked about the repair crates on the forum after you post. last post on page 28 on pr forums.


    These Things We Do... That Other's May Live

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  27. #1139

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    Re: PR Dev Journal.

    I wonder if you can use the repair drop to build FOs for you?

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  29. #1140


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    Re: PR Dev Journal.

    my only question is does the btr come with a cooler of russia's finest vodka......now that would be the icing on the cold russian winter's cake....especially in the wooded forest of mestia and fools road. and plus it would make for a nifty way to warm yourself up.
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